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main.py
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main.py
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import pygame
import os
# initialize game
pygame.init()
pygame.font.init()
pygame.mixer.init()
WIDTH, HEIGHT = 900, 500
WHITE = (255, 255, 255)
BLACK = (0, 0, 0)
RED = (255, 0, 0)
YELLOW = (255, 255, 0)
FPS = 60
VEL = 5
BULLET_VEL = 7
MAX_BULLETS = 3
BULLET_HIT_SOUND = pygame.mixer.Sound(os.path.join('Assets', 'Grenade+1.mp3'))
BULLET_FIRE_SOUND = pygame.mixer.Sound(os.path.join('Assets', 'Gun+Silencer.mp3'))
BORDER = pygame.Rect(WIDTH//2 - 5, 0, 10, HEIGHT) # (x, y, width, height)
HEALTH_FONT = pygame.font.SysFont('Comics', 40)
WINNER_FONT = pygame.font.SysFont('Consoles', 100)
# represents the code for custom user events
YELLOW_HIT = pygame.USEREVENT + 1
RED_HIT = pygame.USEREVENT + 2
# creating a screen
WIN = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("SPACESHIP GAME")
SPACESHIP_WIDTH, SPACESHIP_HEIGHT = 55, 40
# TAKING THE YELLOW AND RED SPACESHIP IMAGE AND TRANSFORMING IT SMALLER ON THE WINDOW
YELLOW_SPACESHIP_IMAGE = pygame.image.load(os.path.join('Assets', 'spaceship_yellow.png'))
YELLOW_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(
YELLOW_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 90)
RED_SPACESHIP_IMAGE = pygame.image.load(os.path.join('Assets', 'spaceship_red.png'))
RED_SPACESHIP = pygame.transform.rotate(pygame.transform.scale(
RED_SPACESHIP_IMAGE, (SPACESHIP_WIDTH, SPACESHIP_HEIGHT)), 270)
SPACE = pygame.transform.scale(pygame.image.load(os.path.join('Assets', 'space.png')), (WIDTH, HEIGHT))
# MAKING A WINDOW
def draw_window(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health):
WIN.blit(SPACE, (0, 0))
pygame.draw.rect(WIN, BLACK, BORDER)
# to display font
red_health_text = HEALTH_FONT.render("Health: " + str(red_health), True, WHITE)
yellow_health_text = HEALTH_FONT.render("Health: " + str(yellow_health), True, WHITE)
WIN.blit(red_health_text, (WIDTH - red_health_text.get_width() - 10, 10))
WIN.blit(yellow_health_text, (10, 10))
# blit to draw any image of text on the window, above the colour
WIN.blit(YELLOW_SPACESHIP, (yellow.x, yellow.y))
WIN.blit(RED_SPACESHIP, (red.x, red.y))
for bullet in red_bullets:
pygame.draw.rect(WIN, RED, bullet)
for bullet in yellow_bullets:
pygame.draw.rect(WIN, YELLOW, bullet)
pygame.display.update()
def yellow_handle_movement(keys_pressed, yellow):
# LEFT SIDE WASD
if keys_pressed[pygame.K_a] and yellow.x - VEL > 0:
yellow.x -= VEL
if keys_pressed[pygame.K_d] and yellow.x + VEL + yellow.width < BORDER.x:
yellow.x += VEL
if keys_pressed[pygame.K_w] and yellow.y - VEL > 0:
yellow.y -= VEL
if keys_pressed[pygame.K_s] and yellow.y + VEL + yellow.height < HEIGHT - 15:
yellow.y += VEL
def red_handle_movement(keys_pressed, red):
# RIGHT SIDE UP, DOWN, LEFT, RIGHT
if keys_pressed[pygame.K_LEFT] and red.x + VEL > BORDER.x + BORDER.width + 20:
red.x -= VEL
if keys_pressed[pygame.K_RIGHT] and red.x + VEL + red.width < WIDTH + 12:
red.x += VEL
if keys_pressed[pygame.K_UP] and red.y - VEL > 0:
red.y -= VEL
if keys_pressed[pygame.K_DOWN] and red.y + VEL + red.height < HEIGHT - 15:
red.y += VEL
# move bullets, handle collision, handle removing bullets or when character is hit
def handle_bullets(yellow_bullets, red_bullets, yellow, red):
for bullet in yellow_bullets:
bullet.x += BULLET_VEL
if red.colliderect(bullet):
pygame.event.post(pygame.event.Event(RED_HIT))
yellow_bullets.remove(bullet)
elif bullet.x > WIDTH:
yellow_bullets.remove(bullet)
for bullet in red_bullets:
bullet.x -= BULLET_VEL
if yellow.colliderect(bullet):
pygame.event.post(pygame.event.Event(YELLOW_HIT))
red_bullets.remove(bullet)
elif bullet.x < 0:
red_bullets.remove(bullet)
def draw_winner(text):
draw_text = WINNER_FONT.render(text, True, WHITE)
WIN.blit(draw_text, (WIDTH//2 - draw_text.get_width()//2, HEIGHT//2 - draw_text.get_height()//2))
pygame.display.update()
pygame.time.delay(3000)
# The main function that will be executed when we run the program
def main():
# Pygame uses Rect objects to store and manipulate rectangular areas
red = pygame.Rect(700, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)
yellow = pygame.Rect(100, 300, SPACESHIP_WIDTH, SPACESHIP_HEIGHT)
red_bullets = []
yellow_bullets = []
red_health = 10
yellow_health = 10
# CLock speed checks the fps for the window
clock = pygame.time.Clock()
run = True
while run:
clock.tick(FPS)
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
pygame.quit()
if event.type == pygame.KEYDOWN:
if event.key == pygame.K_LCTRL and len(yellow_bullets) < MAX_BULLETS:
bullet = pygame.Rect(yellow.x + yellow.width, yellow.y + yellow.height//2 - 2, 10, 5)
yellow_bullets.append(bullet)
BULLET_FIRE_SOUND.play()
if event.key == pygame.K_RCTRL and len(red_bullets) < MAX_BULLETS:
bullet = pygame.Rect(red.x, red.y + red.height//2 - 2, 10, 5)
red_bullets.append(bullet)
BULLET_FIRE_SOUND.play()
if event.type == RED_HIT:
red_health -= 1
BULLET_HIT_SOUND.play()
if event.type == YELLOW_HIT:
yellow_health -= 1
BULLET_HIT_SOUND.play()
winner_text = ""
if red_health <= 0:
winner_text = 'Yellow Wins!'
if yellow_health <= 0:
winner_text = 'Red Wins!'
if winner_text != "":
draw_winner(winner_text) # Someone won
break
# everytime the while loop runs this variable tells us which key is pressed, for us 60 times in a second
# this will also register if the key is stayed pressed down or not
keys_pressed = pygame.key.get_pressed()
yellow_handle_movement(keys_pressed, yellow)
red_handle_movement(keys_pressed, red)
handle_bullets(yellow_bullets, red_bullets, yellow, red)
draw_window(red, yellow, red_bullets, yellow_bullets, red_health, yellow_health)
main()
# pygame.quit()
if __name__ == "__main__":
main()